NationStates. A game we all know and love. Through war, through peace, through threads. But what is next? Welcome to NationStates: The Trading Card Game.

Developed between Nzyghistan and Jenrak, NSTCG takes both elements from popular trading card games and original innovation. With help from fellow players in abundance, both players are proud to announce their latest creation to the NS community.

NSTCG will be played on the forums itself through scorinated-with-additions (SWA) games and tournaments, unless Max Berry takes up our proposals.

All players are welcome to partake in NSTCG or suggest improvements or modifications to the game.

[Tiurabo] [E] [1][Ability - Versatility: This card can be deployed as an Economic or Military card.]Attacks:[Psychosis: 4 - This attack does 2 damage to this card.][Looter's Rights: This attack does +1 damage per Economic card on the field.]

Shanix (E)

[Shanix] [E] [2][Ability - Arms Manufacturing: Provides +2 to Defense and Attack to this card. If Shanix is knocked out with this Ability active, your opponent gains double the Influence]Attacks:[Industrial Sabotage: Even if Shanix is knocked out, this attack does 1 damage to an opponent for 5 turns. This attack does not stack with subsequent attacks.][Blitzkrieg: This attack does 1 times the number of cards the opponent has in play.]

Tergnitz (E)

[Tergnitz] [E] [8][Ability - Privatized Society: Draw five cards. If there is a Nation, you may choose one and place it in your safe zone. Discard the other cards.][Ability - Hostile Takeover: Once during the game, you may change another nation's (yours or your opponent's) type to a different type.]

[Aquilinia] [P] [5][Ability: Ceasefire - This may be used once per card. If an attack would destroy Aquilinia, Aquilinia keeps 1 Defense point. The card that attacked Aquilinia may not attack the next turn.]Attacks:[Pre-emptive Strike: 1 - The opponent shuffles one card from their Safe Zone into his deck and draws a new card.]

Mewsland-Kardonia (P)

[Mewsland-Kardonia] [P] [7][Ability - Peace Treaty: This ability can only be used once every game. No card (either yours or your opponents') can attack for 4 turns.]Attacks:[Photonic Cannon: 5 - Mewsland-Kardonia cannot attack on your next turn.]

Falkasia (P)

[Falkasia] [P] [7][Ability - Masterful Negotiations: Once per game, select an opposing card. You may either immediately remove it from play or negate its Ability.]Attacks:[Orbital Precision Strike: 2][Hidden Connections: Choose one Nation's attacks. That Nation cannot use that attack during your opponent's next turn. ]

Jenrak (P)

[Jenrak] [P] [6][Ability - Azumethronnia: If you have New Azura in play, you may use this ability. Both Jenrak and New Azura gain +5 to total Defense, and +2 to total Attack. However, if either are knocked out, both are knocked out.]Attacks:[Precision Strike: 2][Firezone: This attack does 1 damage to all of the opponent's defending cards.]

Shikarta (P)

[Shikarta] [P] [5][Ability: Daqhar Insurgency - If Shikarta is to be knocked out by damage from an opponent's attack, you may use this Ability. If so, after your attack put 1 damage on up to 3 of your opponent's Nations. This does not stack.]Attacks:[Propaganda: 1 - This attack restores 1 Defence to Shikarta.][Letters of Marque: This attack does 2 damage to all of the opponent's defending economic type cards.]

[Slaytesics] [P] [4][Ability - Cloistering: If another political country is attacked while this country it in play, you may, once per game, negate that attack. This card may not attack for the rest of the game. ]Attacks:[Rabies - Release the Fennec Foxes!: Decrease target's political resistance by 1, increase the amount of political damage done by "Agreement in favor" by 1 during your next turn. ][Agreement in Favor: 2 damage. ]

New Azura (P)

[New Azura] [P] [7][Ability: Azumethronnia - If you have Jenrak in play, you may use this ability. Both Jenrak and New Azura gain +5 to total Defense, and +2 to total Attack. However, if either are knocked out, both are knocked out.]Attacks:Precision Strike: 2][Recuperation: Restore 1 Defense to all damaged nations in play (yours).]

Arumdaum (P)

[Arumdaum] [P] [4][Ability - Scenesteria: All Your Political type Nations receive +1 Defense.]Attacks:[Countercultural Invasion: 1 - If the opponent has no Political type nations in play, this attack does nothing.][Internal Beauty - If you have more Political type nations than your opponent, you receive +1 Defense until the end of your next turn.]

Astrolinium (P)

[Astrolinium] [P] [4][Ability - Say Hello to My Much Larger Friends: Draw a card. That card's second attack becomes Astrolinium's second attack. Discard the drawn card.]Attacks:[Attack One] Large Bust of Marx - This attack does 3 damage. Astrolinium cannot attack or be called back the next turn.

[Vortiaganica] [P] [4][Ability - Imperial Gambit: Choose one of your Active Nations and one of your opponent's Active Nations. This reduces both their defenses by 2. If a nation would be knocked out by this Ability, this Ability does nothing to either nation.Attacks:[Radio Silence: 4. Vortiaganica does 2 damage to itself. ][Closed-Door Conference: Vortiaganica can mimic the attack of any of your Active Nations. ]

Ustio North (P)

[Ustio North] [P] [5][Ability - Ceasefire: When defeated by a military nation card, Ustio may remain in play with 1 Defense point. May only be used once per Ustio card in play.]Attacks:[Precision Strike: 2][Mass Bombardment: 4 - Ustio North does 1 damage to itself.]

The Master M (M)

[The Master M] [M] [4][Ability – Concentrated Fire: +1 attack against any military card with a Defence higher than 5]Attacks:[Naval Supremacy: 2][Bayonet Charge: 4 – This attack does 1 damage to this card]

Rethan (M)

[Rethan] [M] [6][Ability - Scorched Earth: May be used once per Rethan card. Each time it is used, Opponent's next attack is negated and 2 damage is done to the card which used it.]Attacks:[Chemical Launch: 4 - Rethan cannot attack on its next turn. ][Precision Strike: 2]

North Mack (M)

[North Mack] [M] [5][Ability - Quality Of Its Own: The total defense point for North Mack is +1 for each military card (yours) in play. ]Attacks:[Marine Landing: 1 - North Mack does 1 damage to itself. ][Mandatory Service: 1 - North Mack does 1 plus 1 times the amount of damage done to North Mack. ]

Oterro (M)

[Oterro] [M] [6][Ability - Will without consent: Can be used once per game. Select the opponent's card with the lowest total Defense. During your next 3 turns, you may use that card as your own. All knockouts from that card do not accrue Influence.]Attacks:[Expand, expand, expand!: Restore 2 Defense to 1 damaged card in play of your choice at the cost of 1 Defense to Oterro.][Unclear Aims: Inflict 2 damage on any opponent's card in play. Oterro receives 2 damage from your opponent on your opponent's next turn. ]

Red Tidean Union (M)

[Red Tidean Union] [M] [6][Ability - Vast Reserves: All of your other cards in play gain a permanent defense buff of +2 as long as the Vast Reserves card is in play. The buff is removed as soon as this card is destroyed. Vast Reserves does not stack.]Attacks:[Shock Assault: 3 - Red Tidean Union does 1 damage to itself][Deep Penetration: Does 2 damage to a random card in the opponent's safe zone.]

United Empire of Italia (M)

[United Empire of Itailia] [M] [5][Ability - Diehard: You may use this Ability once. Take a United Empire of Itailia card and shuffle it into your deck. ]Attacks:[Legions of Hell: 3][Imperial Virtue: Recover 2 Damage from 1 of your cards. ]

[Wewtlandem] [M] [6][Ability - Reinforce the Lines: You may place two cards from your discard into your safe zone. If you do, none of the nations may attack on that turn. ]Attacks:[Tactical Strike: Does 2 damage to any of the opponent's Nations. ][Zerg Rush: Does 1 Damage to 3 enemy Nations. ]

Timurid Empire (M)

[Timurid Empire] [M] [7][Ability - Defensive Networks: - You may increase one card's Defense by 1. You cannot use any other Defensive Networks during the same turn. ]Attacks:[Super-Heavy Artillery: Deals 3 damage to an enemy Military card. ][Fanatical Infantry: Deals 2 damage to 2 enemy Military cards. ]

[Goldsaver] [M] [3][Ability - Suppression - All attacks done to Goldsaver are reduced by 1. ]Attacks:[Sharpshooting: Does 1 Damage to any enemy card][Clusterbomb: Does 3 Damage to a random enemy card]

Milograd (M)

[Milograd] [M] [5][ Insixurkia - You may remove 2 damage from Milograd. If so, Milograd cannot attack. You may use only one Insixurkia Ability per turn. ]Attacks:[ Puppetry: Draw one card from the deck, and place it in your safe zone.][ Ultimatum: Milograd does 0 damage during this turn. During your next turn, choose one of your opponent's Nations. This attack does 2 damage to that Nation. ]

[Aldariminia] [M] [6][Ability - Lightning Expeditionary Force: If this card is played from your Safe Zone this turn, all of Aldariminia's attacks do 1 more damage. ]Attacks:[Berserker Assault: 2][Shock and Awe: 4 - Aldariminia takes +4 damage from Economic type opponents during your next turn. ]

Senile Hobos (M)

[Senile Hobos] [M] [5][Ability - Welfare Rush: Block the attack of an enemy nation of your choice using a rush of hobos. Any Senile Hobos card may not use this next turn. ]Attacks:[Universal Healthcare: Remove 1 damage from one of your Nations. ][Orbital Strike: 3 - Senile Hobos may not attack during your next turn. ]

Fortress Cosszka (M)

[Fortress Cosszka] [M] [3][Ability - Swarm: Once during your turn, you may knock out one of your Nations. Then, you may search your deck or discard pile for a Cosszka card, and put it in your Safe Zone. If you searched your deck, shuffle it.]Attacks:[Cavalry Charge! - Deal 1 point of damage to 2 cards on the field.][Entrenchment - Increase the Defence point of a selected card by 1.]

Nation of Fortune (M)

[The Mercenary State of Nation of Fortune] [M] [6][Ability - Mercenary Reinforcements: For every 3 Economic cards in play your Military cards receive a +1 to damage done for as long as this card is in play.]Attacks:[Contract Fulfillment: 5. If the opponent's nation is not knocked out by this attack, Nation of Fortune is discarded. ][Precision Strike: 2]

Rustika (M)

[Rustika] [M] [6][Ability - 88 Secret Service Assassination: You may knock out one of your own active Nations. Your opponent then must discard two cards from his or her safe zone (or all if there are less than two). Your opponent still retains the Influence from your knocked out Nation. ]Attacks:[Anthrax Missile: This attack does 3 damage to all Nations on the field (both yours and your opponent's). ][Illegal Arrests: If your opponent has a Nation in the safe zone, you may use this attack. Choose one of your opponent's Active Nations. Your opponent switches that Nation with a Nation in the safe zone of their choice. ]

Old Tyrannia (M)

[Old Tyrannia] [M] [8][Ability – Total War: Treat this card as an economic card for 3 turns after you activate this ability. ]Attacks:[Rain of Fire: 1][Last Charge: This attack does 2 damage to all opponents’ cards. This card is knocked out.]

New Tyrannia (M)

[New Tyrannia] [M] [4][Ability – Return of the Emperor: You must discard this card in order to summon the Old Tyrannia card.]Attacks:[March of the Doomed: 2][Assassination: Remove one of your opponent's political cards to the discard pile. You do not accrue Influence.]

The Holy Marsh (M)

[The Grand Theocratic Empire of the Holy Marsh] [M] [9][Ability - The Long War: In between turns, if 2 of the Holy Marsh is still in play, then either repair 1 defense lost in all friendly nations or fully restore 1 Holy Marsh's defenses. You may use only one The Long War in play. ]Attacks:[Harsh Campaign: 2 - If there is another Holy March in play, Holy March cannot attack on its next turn. ][Marshite Partisans: +1 defense to all friendly cards until end of turn. ]

Anemos Major (M)

[Anemos Major] [M] [10][Ability - Disregard Grammatical Errors: Once per game, ignore the effects of an attack dealing more than 2 points of damage. ]Attacks:[Strongly Worded Condemnation: 1 - Anemos Major cannot attack on your next turn.][Minor Military Mobilisation: Choose one of your opponent's Nations. This attack does 2 damage to that Nation, then recovers 2 damage from that Nation. ]

Principality of Galla (M)

[Principality of Galla] [M] [6][Ability - Decapitation Strike: Select an opposing card to be discarded from play. This ability may be used once per game, no matter how many Principality of Galla cards are in play. ]Attacks:[Amphibious Landing - Does 4 damage to an opposing political card of your opponent's choice. Reduces Galla's Defense by 2 for two turns.][Carpet Bombing: 3]

Novograd IV (M)

[Novograd IV] [M] [8]Attacks:[Suppressing Fire - For one turn, this card may sacrifice one Defence point to increase another card's Defense by 1. ][War Hero - If an allied card is destroyed, you may choose keep it in play and remove this one instead. ]

[Marcheria] [M] [4][Ability: Socialist Strike: You may used this ability once per turn. If so, choose one Economic card (yours or your opponent's). That card's defense is reduced by 2. Then, choose one Political card (your opponent's). That card's defense is increased by 4. ]Attacks:[Grunderbears Roll!: This attack does 1 times the number of Marcheria in play (yours). ][Chancellor Strike: Choose one military card. Prevent all effects of an attack, including damage, done to Marcheria from that card.]

The Sskiss (M)

[The Sskiss] [M] [7][Ability - Hard-Wired Loyalty: If the number of Sskiss cards in play are equal to or greater than opposing players cards, then the opposing player cannot put a Sskiss Nation in play. ][Great Tenacity: All damage done to Sskiss is reduced times the number of SSkiss in play (both yours and your opponent's). ][Pack Tactics: This attack does 1 x the number of SSkiss cards in play (both yours and your opponent's). ]

The Kraven Corporation (M)

[The Kraven Corporation] [M] [6][Ability - Birthing: This may be used once per card. You may choose any The Kraven Corporation cards from your discard pile and put them into your Safe Zone.]Attacks:[Overwhelm: 4][Firezone: This attack does 1 damage to all of the opponent's defending cards.]

Layarteb (M)

[Empire of Layarteb] [M] [5][Ability - Consistency: Make your opponent's NS Flag a Castlevania Flag for 7 years. Oh, and +2 Defense to all other Layarteb Nations in play (both yours and your opponent's). ]Attacks:[AirLandSea Strike: 3][SpecOps War: 2 - All damage done to Layarteb during your opponent's next turn by attacks is reduced by 1. ]

Propaganda

This is a Diplomacy card. Choose 1 of your Military Nations. During your turn, all attacks do +1 damage.

Guanxi

This is a Region Card. If you have Aquilinia in play, all Political cards gain +2 to total defense (both yours and your opponent's). This card remains active in one of your 2 Battlefield slots until it is discarded.

Nova

This is a Region Card. If you have The Holy Marsh in play, all Economic cards gain +2 to total defense (both yours and your opponent's). This card remains active in one of your 2 Battlefield slots until it is discarded.

Mercenaries

This is a Diplomacy card. This card may be attached to 1 of your Economic type Nations. If so, that Nation gains this attack:

Precision Strike: 3

If a Nation is knocked out with this card attached, your opponent receives double that Nation's original Influence.

Imakuni

This is a Diplomacy card. Yell 'Hello!' very loudly at your computer screen.

Logistical Arm

This is a Diplomacy card. You may search your deck for 1 Nation Card and put it into your Safe Zone. Shuffle your deck afterwards.

Treaty

This is a Diplomacy card. During your turn and your opponent's next turn, neither Nations on either side may attack.

Rights Convention

This is a Diplomacy card. All Political type nations gain +1 attack during this turn. Rights Convention does not stack.

Preparedness

This is a Diplomacy card. Choose 1 Nation from your discard pile and put it into your Safe Zone.

Field Hospitals

This is a Battlefield Card. You may knock out one of your cards (your opponent still receives the influence). Then, restore Defense to your Nations equal to the amount of Influence from the knocked out card any way you like.

Last edited by NSTCG on Mon Jul 04, 2011 12:10 pm, edited 9 times in total.

NSNations is a very simple game, requiring three people involved: two players and a Gamemaster. The cards are based on a Defense - Attack relationship, with Attack doing damage to the opponent's Defense. The opponent's Defense represents the amount of health that each and every nation has. Defense, when attacked, is not regenerative, and all data is compiled by the Gamemaster.

Let's take a look at an example:

This is the Kraven Corporation Card. I will outline the basics of the card:

Defense is the 'Health' of the card. When a card's total Defense reaches 0, that card is knocked out. The stated Defense, furthermore, is the amount of points accrued for Influence. If an opponent knocks out Kraven, for example, he gains 6 Influence. However, if the opponent knocks out Kraven with a +2 Bonus from another card, then regardless of the bonus, the opponent only gains 6 Influence. Higher Health cards, therefore, are much more difficult to knock out, but accrue more Influence.

Abilities are non attacks that are in play as long you have the conditions to fulfill. Consisting of two kinds: passive and active Abilities, they either are always on (such as Red Tide's Vast Reserves) or fulfill conditions and requirements to be on (such as Falkasia's Masterful Negotiations). They are not attacks, and do not have to be activated during your or your opponent's turns, and in between a single player's turn, Abilities are always checked to see if they default. Categories of Abilities can sum down to:

Once per turn - They are active during yours and your opponent's turn, but once it comes back to your turn, they are reset until the condition can be fulfill again.

Conditional - They may activate regardless of whose turn it is, insofar as the condition they require to be fulfill has been fulfilled. The player owning that card must still declare that Ability.

Passive - Buffers, Bonuses, and and detriments are all considered to be activated the entirety of the game, unless the card owning that Ability is knocked out. Whether passive Abilities stack or not, is up to the card's wording.

Once per card - This may be used only once, and only once with an individual card. Once that card has used that Ability, it cannot be used again except on a different individual card.

Once per game - This may only be used by the player once in a given match, regardless of any other identical cards or effects.

By default, if an active Ability has no condition (such as Astrolinium's Say Hello to My Much Larger Friends), presume a default Once per turn situation. All clarification and final rulings, however, go to a Gamemaster to decide.

Attacks are the means upon which damage is usually collected on an opponent. Attacks require no cost to use, save for what is noted there, and all conditions must be fulfilled for an attack to be valid. Even if the card is knocked out from the effect of its own attack, an attack is still considered valid. Using an attack immediately ends that card's turn.

Type is an indicator of what major construction this nation card is. A Type factor is important as it affects the outcome of the damage to an opponent's card.

Resistance is crucial to advantage play. When an opponent attacks one of your nations, if it has a resistance, it will be nullified IN TOTAL at the specified amount. For example, The Kraven Corporation has -2 Economic Resistance. This means that when an Economic-Type card attacks the Kraven Corporation, the attack's effectiveness is immediately -2. This means if an Economic-Type card attacks Kraven with 5 damage, the final damage Kraven Corporation takes is 3. Resistance is always tallied as the last variable in all damage.

Military is Resistant to Economics, Economics is Resistant to Political, and Political is Resistant to Military

Playing the Game

Cards are sorted on a 5 versus 5 plane, where attackers may choose to target the opponent. 5 cards do not have to be in play, but you must have at least 1 card in play. Cards may attack an opponent's card that has already been attacked. Cards may furthermore pass, should they choose not to attack. Undoing a pass or attack requires the approval of both the opponent and the Gamemaster.

The Gamemaster will shuffle both decklists using a random list generator. The top four cards become the immediately usable cards. In those four cards, you must have a nation card. If you do not have a nation card, you must have the Gamemaster reshuffle your deck. The same is true for your opponent. With the top four cards, you place them down into one of your 5 nation active slots or put them into your Safe / Reserve Zone. Your opponent does the same.

The player with a lower player score goes first. If both players are of equal scorecount, then the Gamemaster will decide who will go first through whatever method is applicable.

During your Turn...

At the beginning of your turn, after all effects in between and your opponent's attack is finished, the topmost card from your deck is placed into your safe zone.

During your turn, before your attack, you play may down Nation cards into your nation spots or place them in your safe zone. Likewise, you may use any cards that you have in your safe zone. These can be Diplomacy cards (Grey borders), Battlefield cards (Purple borders), or Alliance and Region cards (Orange borders). Up to 2 Battlefield and / or Alliance and Region cards can be played by each player at a time. These cards remain in play until they are changed with another card or removed by some other game mechanic. Battlefield and Alliance and Region cards cannot be moved by choice of either player. When these cards are changed, the original cards are discarded.

Diplomacy cards (grey borders) can be used at any point prior to the attack, and must be discarded immediately upon use. The Gamemaster will catalogue all discards from both players.

You may call back a nation from the 5 attacking slots into your safe zone. The safe zone cannot be attacked, but you also cannot attack. All cards from the safe zone retain the amount of damage they originally had. Calling a card back consumes that card's ability to act for that turn.

Once you have exhausted all options you wish to do, you may attack, or pass on your five cards. These cards act independently of each other, and not as 5 cards all in tandem. Once you have decided to 'pass' or 'attack' on each of your cards, your turn ends.

How to Win

There are three ways to win:

At the end of the game, when the players have exhausted through their decks, the one carrying more Influence wins the game. If there is a tie, the game becomes a round of sudden elimination whereupon the first knockout decides the winner

You eliminate all nations from your opponent's playing field

If you have decked out by the end of a specific amount of turns determined by the Gamemaster

The Gamemasters

The Gamemaster will record and transcript all events that occurred during each player's turn, recording what was discarded, who attacked, who passed, etc. Because of fairness, game turns cannot proceed without a Gamemaster present. Players fighting each other cannot be considered for legal play without a presiding Gamemaster. Gamemasters are volunteers who watch over the game, and anyone can be a Gamemaster. Gamemasters will also be responsible for shuffling both decks and keeping an eye on both players' conduct. If a Gamemaster is accused of playing not according to the rules and expectations, then telegram me and I will wreck his shit.

PS. You can run a max of 4 cards of an individual card in a deck.

Playing Purely Text Games

You can eschew the images entirely and play purely text games, which is viable through this format:

6*9=42February 17, 2011: Never Forget.Copy and paste this into your sig if you remember the old F7.97% of People of NS won't notice I did my math wrong, if you are the 1% who did, copy and paste this into your sig.

22:24 Unilisia because Kyle is a mastermind22:24 Unilisia and isn't a dick------------------01:31 Unilisia I'll be Kylarnatia's slave in the event I get my own wheelchair attached to the side of his. Like a sidecar, but detachable, so I can roll around and be lazy >.>------------------17:52 Azura You're the absolute, unequivocal best, you know that?

...*pukes due to massive amount of gore*Oh dear god, that's such a brutal way to kill somebody.

Wilgrove wrote:Like srsly dood, the mods are super mean, they're just a bunch of bitches, and I am like the grandmaster of the Interewbs, and I would pwn all those noobs if only the mods weren't such dicks! It's like cramping my style as a badass warrior dood!

You have no idea how many brain cells I sacrifice to type that. So you people better laugh dammit!

Please, please, please let there be an 'Old Tyrannia' card... This is, of course, absolutely awesome. I am in awe of both your geniuses! And I'm not just saying that because I want there to be an Old Tyrannia card!